Man, try pronouncing that early in the morningM@ni@c said:Little note: it should be anthropocentric instead of anthrocentric
I was going to try "Homocentric," too, but that could be misunderstood
Man, try pronouncing that early in the morningM@ni@c said:Little note: it should be anthropocentric instead of anthrocentric
Padmewan said:The posted mod is in fact an SDK/C++ solution. I am hunting down a copy of the appropriate Visual Studio so I can get involved in this. Because of the nature of SDK mods, I think it may make more sense to lump our changes together than to do it piecemeal after we've figured out what else we want changed (e.g. for Barbarians to show up earlier; multi-domain units; Barbarians building in "water," etc...)
I could see this in another sci-fi setting, but this isn't the case on Roanoke, where the colonists are stranded on a desert planet with very little to survive on. Although maybe they can reach such a state later in the game?BlazeRedSXT said:1) Civilization has developed to a "Star Trek" level. That is, within a specific Civ or Race, or Culture I suppose, money, or commerce has no real value as everyone contributes to the common good willingly...
Great idea, but unfortunately as with #1 these are marooned colonists who THOUGHT they were coming for whatever reason but now are barely scratching a living. Though maybe later on they can revive commerce?2) Colonization is spurred by greed. Massive corporations or governments funding the push for expansion. In this case you would want both commerce(gold) and energy.
Actually it's not flood plains but rivers that generate commerce, and this makes historical sense even up to modern times since rivers help transport goods for commercial purposes. See, my problem is Civ4 makes too much sense to me, so much that I have a hard time bending the rules...as what would generate commerce on a new world.. you name it.. from rare minerals to lifeforms(even microbial ones would probably fetch huge money for R&D or pure academic reasons). I ask myself this.. how do flood plains directly generate commerce? it does in Civ4... but why? who knows.
Actually, I'm thinking of maybe going the other way around and starting with baseline energy that is replaced later with commerce improvements that become possible when colonists are out of survival mode. My thought is that a survival economy doesn't have the "luxury" of thinking about synergistic commerce, but an economist would probably tell me different. (Then again, what would an economist say about the Civ4 model to begin with?)You have a better foundation to start with commerce and add energy "improvments" like solar panels and solar wind catchers etc. Maybe you could have them not grow with time, but add bonuses through techs....
BlazeRedSXT said:That being said, the base reasons for colonization could still hold valid. As in # 1 said colonists would still be working together to ensure survuival.. eventually returning to a more communal norm.
Padmewan said:1. If terrain improvements produce energy directly, there is no dynamic model of value-generation. This would be like having gold in Civ4 coming ONLY from gold mines. In our mod, there is on the flip side no improvement that works like a hamlet/town -- the idea of an energy plant becoming more valuable over time is pretty silly. (Or is it? Maybe that's the sci-fi part of our mod?)
2. Civ4 has the idea of a Power Plant that makes factories more effective. In our game, should the Power Plant be in the base, or out on the terrain? Energy is energy, after all...? Instead of building a nuclear reactor in a base, should the reactor be built on a tile and give that tile +X energy instead? After all, solar panels or wind turbines are also energy plants -- why not other types?
Maybe that's how culture should expand in vanilla to begin with. Definitely some cultural slowdown is helpful, as I dislike the artificiality of how "culture" expands your sphere of influence. I think the translation of culture into some vague sci-fi/fantasy "Psi" concept may work; dunno. What exactly is "Psi"? I was just thinking it was some kind of advanced psych-ops for a slightly dystopic future in which governments control subjects through subtle marketing techniques, not quite like a totalitarian regime but more like Coca-Cola. "Culture," on the hand, is something that feels out of the control of a government (but perhaps under the "control" of a civilization) and therefore makes sense to spread via trade.woodelf said:This is how our culture should expand....